CN109925712A - A kind of virtual objects controlled system - Google Patents

A kind of virtual objects controlled system Download PDF

Info

Publication number
CN109925712A
CN109925712A CN201910205085.XA CN201910205085A CN109925712A CN 109925712 A CN109925712 A CN 109925712A CN 201910205085 A CN201910205085 A CN 201910205085A CN 109925712 A CN109925712 A CN 109925712A
Authority
CN
China
Prior art keywords
tactics
module
strategy
submodule
behavior tree
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN201910205085.XA
Other languages
Chinese (zh)
Other versions
CN109925712B (en
Inventor
蔡康
颜艺林
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN201910205085.XA priority Critical patent/CN109925712B/en
Publication of CN109925712A publication Critical patent/CN109925712A/en
Application granted granted Critical
Publication of CN109925712B publication Critical patent/CN109925712B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Landscapes

  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the invention provides a kind of virtual objects controlled systems, comprising: strategic module, for determining target strategy in multiple default fight strategies;Tactics module, for generating at least one tactics corresponding with the target strategy;The tactics have behavior tree chain structure;The tactics include destination virtual object;Behavioral module responds the tactics for controlling the destination virtual object.The data processing of the generation strategy of game AI, formulation three dimensions of tactics and behaviour control is mutually indepedent, control efficiency and level of intelligence of the raising to virtual objects may be implemented in the embodiment of the present invention.

Description

A kind of virtual objects controlled system
Technical field
The present invention relates to game technical fields, more particularly to a kind of virtual objects controlled system.
Background technique
It in many electronic games, can all be provided with NPC (Non-Player Character, non-player role), and be NPC Corresponding AI (Artificial Intelligence, artificial intelligence) is set, to improve the game experiencing of user.And the row of NPC Then it is known as game AI for logic.In a game, it is typically provided with different game AI and controls corresponding NPC and player's progress Interaction.
In the prior art in, generally using finite state machine, perhaps the conceptual design of target drives or behavior tree is swum Play AI, so that game AI has certain decision.But the conceptual design game AI based on finite state machine, it is difficult to game AI is extended;
The conceptual design game AI of Behavior-based control tree, it is difficult to execute the high task of complexity;And if Behavior-based control tree Conceptual design game AI, then the node in behavior tree can be continuously increased with the complexity of game AI, lead to game AI logic Performance, scalability and maintainability can all decline.
Summary of the invention
In view of the above problems, it proposes the embodiment of the present invention and overcomes the above problem or at least partly in order to provide one kind A kind of virtual objects controlled system to solve the above problems.
To solve the above-mentioned problems, the embodiment of the invention discloses a kind of virtual objects controlled systems, comprising:
Strategic module, for determining target strategy in multiple default fight strategies;
Tactics module, for generating at least one tactics corresponding with the target strategy;The tactics have behavior tree chain Structure;The tactics include destination virtual object;
Behavioral module responds the tactics for controlling the destination virtual object.
Preferably, the strategic module includes:
Policy scores submodule, for calculating the first score value of each fight strategy, and screening according to preset formula The highest fight strategy of the first score value is the target strategy out;
Tactful stack submodule is sent to the tactics mould for storing the target strategy, and by the range estimation strategy Block.
Preferably, the tactful stack submodule includes:
Policy storage unit, for storing the target strategy;
Push unit, for the target strategy for being located at stack top to be sent to the tactics module.
Preferably, the policy scores submodule includes:
State acquiring unit, for determining the status data of going game;The status data includes multiple virtual objects Status information;
Scorer unit calculates corresponding with each default fight strategy for using preset formula and the status data The first score value;
Target strategy determination unit, for determining that the maximum fight strategy of the first score value is the target strategy.
Preferably, the tactics module includes:
Tactics acquisition submodule, for obtaining at least one tactics corresponding with the target strategy;The tactics include At least one behavior step;
Behavior tree generates submodule, for generating behavior tree corresponding with the behavior step;
Behavior tree chain generates submodule, for using multiple behavior trees corresponding with the same tactics, generates behavior tree chain;
Behavior tree pushes submodule, for the behavior tree to be sent to the behavioral module;The behavioral module is used for In response to the corresponding behavior step of the behavior tree.
Preferably, the tactful stack submodule includes:
Strategy deletes unit, for deleting when the behavioral module completes tactics corresponding in response to the target strategy Except the target strategy.
Preferably, the tactics module further include:
Behavior tree chain scoring submodule calculates and each behavior tree for the status data using the going game Corresponding second score value of chain;
Behavior tree chain screens submodule, for determining that the maximum behavior tree chain of the second score value is goal behavior tree chain.
Preferably, the system also includes:
External drive module is used for generation strategy modification information, and calls the strategic module or the tactics mould The block response tactful modification information.
Preferably, the external drive module includes:
Condition triggers submodule, for generating the plan when the status data of the going game meets preset condition Slightly modification information;
Tactful judging submodule, for judging whether the tactful modification information meets preset decision condition again;If It is that then the tactful modification information will be sent to the strategic module;If it is not, the tactful modification information is then sent to institute State tactics module.
Preferably, the system also includes:
Control module calls institute using preset second frequency for calling strategic module using preset first frequency Tactics module is stated, the behavioral module is called using the preset third frequency.
The embodiment of the present invention includes following advantages: virtual control system includes strategic module, tactics module and behavior mould Target strategy after determining target strategy, is sent to tactics module, tactics mould in strategic module using target drives rule by block Block generates and at least one matched tactics of target strategy.In the same tactics, tactics are behavior tree chain structure, are wrapped in tactics Destination virtual object and at least one behavior tree are included, behavior tree is corresponding with specific behavior step.War is received in behavioral module After the tactics that art module is sent, the destination virtual object successively corresponding behavior step of process performing tree is controlled.To realize and will swim The generation strategy of play AI, the data processing for formulating three dimensions of tactics and behaviour control are mutually indepedent, improve to virtual objects Control efficiency and level of intelligence.
Detailed description of the invention
Fig. 1 is a kind of structural block diagram of virtual objects controlled system embodiment of the invention.
Specific embodiment
In order to make the foregoing objectives, features and advantages of the present invention clearer and more comprehensible, with reference to the accompanying drawing and specific real Applying mode, the present invention is described in further detail.
Referring to Fig.1, a kind of structural block diagram of virtual objects controlled system embodiment of the invention is shown, specifically can wrap Include following module:
Strategic module 101, for determining target strategy in multiple default fight strategies;
Tactics module 102, for generating at least one tactics corresponding with the target strategy;The tactics have behavior tree Chain structure;The tactics include destination virtual object;
Behavioral module 103 responds the tactics for controlling the destination virtual object.
Game AI is segmented into three-decker: strategic layer, tactics layer and behavior layer.Wherein, strategic layer corresponds to the present invention In strategic module 101, strategic module 101 is used in multiple default fights are tactful, determine excellent according to target drives rule The target strategy of choosing is simultaneously sent to tactics module 102.Tactics layer corresponds to the tactics module 102 in the present invention, tactics module 102 It may include multiple behavior steps in tactics for generating at least one corresponding tactics using determining target strategy, The orbution of multiple behavior steps is established by the way of behavior tree chain structure.It further include destination virtual object, mesh in tactics Mark virtual objects be execution the tactics virtual game role (such as: NPC).Behavioral module 103 can be controlled after receiving tactics The corresponding destination virtual object of tactics processed executes the tactics.Further, when same tactics include multiple behavior trees, target is empty Quasi- object then according to the sequence of behavior tree in behavior tree chain, is sequentially completed the corresponding behavior step of process performing tree.
Such as: it include map, user role and system actor in game.Include multiple regions in map, uses Family role is the virtual objects by user's control, and system actor is virtual to be controlled by behavioral module 103 in the embodiment of the present invention Object, destination virtual object are one or more of system actor.Wherein, the region in map is drawn along a rectilinear direction Point, on this line, map is in turn divided into region A, region B, region C and region D.When user role A is moved to region A When, strategic module 101 determines that current system role B is in the D of region, and strategic module 101 generates the coordinate with user role A, And the corresponding target strategy of coordinate of system actor B, and target strategy is sent to tactics module 102, tactics module 102 is adopted Corresponding tactics are generated with target strategy, tactics are that system actor B is moved to region A from region D, then the target in tactics is empty Quasi- object is system actor B, behavior tree 1, behavior tree 2 and behavior tree 3.Behavior tree 1 is to be moved to region C, behavior tree from region D 2 is are moved to region B from region C, behavior tree 3 is to be moved to region A from region B.Behavioral module 103 is receiving the tactics Afterwards, control system role B successively reaches region A by the region region C B from region D.
In embodiments of the present invention, virtual control system includes strategic module 101, tactics module 102 and behavioral module 103, in strategic module 101 using target drives rule, after determining target strategy, target strategy is sent to tactics module 102, Tactics module 102 generates and at least one matched tactics of target strategy.In the same tactics, tactics are behavior tree link Structure, includes destination virtual object and at least one behavior tree in tactics, and behavior tree is corresponding with specific behavior step.In behavior mould After block 103 receives the tactics of the transmission of tactics module 102, successively the corresponding behavior of process performing tree walks control destination virtual object Suddenly.It is to realize that the data processing of the generation strategy of game AI, formulation three dimensions of tactics and behaviour control is mutually indepedent, it mentions Control efficiency and level of intelligence of the height to virtual objects.
In one preferred embodiment of the invention, virtual objects controlled system further include:
Control module is called for calling strategic module 101 using preset first frequency using preset second frequency The tactics module 102 calls the behavioral module 103 using the preset third frequency.
The first frequency F1, the second frequency F2, third frequency F3 can be previously provided with.Strategic mould is called using first frequency Block 101 determines target strategy, calls tactics module 102 to generate tactics corresponding with current goal strategy using second frequency, adopts Behavioral module 103 is called to control the tactics that destination virtual object responds the tactics module 102 generation with the third frequency.Due to the frequency Bigger, the computing resource that module (strategic module 101, tactics module 102, in behavioral module 103) occupies is more, and game AI's is anti- Should be sensitiveer, AI degree of intelligence is higher, calls strategic module 101, tactics module 102, behavior mould by using the different frequencys Block 103, can resource that effectively balanced system function and system occupy, adjust the execution efficiency of system.
In a kind of example, F3 > F2 > F1.
In one preferred embodiment of the invention, the strategic module 101 includes:
Policy scores submodule, for calculating the first score value of each fight strategy, and screening according to preset formula The highest fight strategy of the first score value is the target strategy out;
Tactful stack submodule is sent to the tactics mould for storing the target strategy, and by the range estimation strategy Block 102.
In virtual objects controlled system, each default tactful unique match of fighting has a preset formula, uses The formula can calculate corresponding first score value of each fight strategy, and the first score value is higher to indicate corresponding fight strategy More be conducive to the triumph that system actor obtains going game.By first storing target strategy, sent out according still further to certain frequency It send to tactics module 102, can be realized 102 asynchronous process target strategy of tactics module.
In one example, policy scores submodule determines target strategy according to preset first frequency.
In one preferred embodiment of the invention, the policy scores submodule includes:
State acquiring unit, for determining the status data of going game;The status data includes multiple virtual objects Status information;
Scorer unit calculates corresponding with each default fight strategy for using preset formula and the status data The first score value;
Target strategy determination unit, for determining that the maximum fight strategy of the first score value is the target strategy.
After the status data for obtaining going game, using status data as the parameter of preset formula, corresponding fight is calculated First score value of strategy.Fight strategy is screened according to the score value of fight strategy, determines the first score value highest Fight strategy one be target strategy.Specifically, status data can include but is not limited to the status information of user role One or more of with the status information of system actor, status information includes but is not limited to coordinate, fictitious assets, grade, attacks Hit one or more of power, blood volume.
In a kind of example, status data can also include map parameter, playtime and user role and system The status information of the opposite third camp role of role, third camp role are the virtual objects controlled system in non-the present embodiment The controlled virtual role of system.
In one preferred embodiment of the invention, the tactful stack submodule includes:
Policy storage unit, for storing the target strategy;
Push unit, for the target strategy for being located at stack top to be sent to the tactics module 102.
Policy storage unit stores target strategy using tactful stack, and the data structure of tactful stack is stack, i.e., finally store to The target strategy of tactful stack is preferentially exported from tactful stack.It finally stores to the target strategy of tactful stack and is located at the position of its stack top It sets, the target strategy of stack top is sent to tactics module 102 by push unit.Tactics module 102 is for receiving push unit After the target strategy of transmission, tactics corresponding with target strategy are generated.Target strategy is first stored by Provisioning Policy stack, it is rear to send out A tactics module 102 is sent, to realize the target strategy that tactics module 102 can be determined with asynchronous process strategy module 101.
In one example, target strategy is sent to tactics module 102 according to preset second frequency by push unit.
In one preferred embodiment of the invention, the tactful stack submodule further include:
Strategy deletes unit, is used for when the behavioral module 103 completes tactics corresponding in response to the target strategy, Delete the target strategy.
In a kind of example, strategy is deleted unit and is only completed when in behavioral module 103 in response to the corresponding war of target strategy When art, the target strategy for being located at tactful stack stack top is just deleted, to prevent from going out due to tactics module 102 and/or behavioral module 103 When now abnormal, tactics module 102 can regenerate the corresponding tactics of target strategy, and behavioral module 103 can respond this again Tactics.
In another example, when the status data that state acquiring unit is got include designated state information (such as: System actor is moved to designated position) when, all target strategies in strategy deletion Flushing Policy stack can be called directly.
In one preferred embodiment of the invention, the tactics module 102 includes:
Tactics acquisition submodule, for obtaining at least one tactics corresponding with the target strategy;The tactics include At least one behavior step;
Behavior tree generates submodule, for generating behavior tree corresponding with the behavior step;
Behavior tree chain generates submodule, for using multiple behavior trees corresponding with the same tactics, generates behavior tree chain;
Behavior tree pushes submodule, for the behavior tree to be sent to the behavioral module 103;The behavioral module 103 in response to the corresponding behavior step of the behavior tree.
When in tactics including multiple behavior steps of destination virtual object in need execution, then generate and behavior step pair The behavior tree answered, for the behavior tree generation behavior tree chain in same tactics, to realize multiple behaviors in same tactics Step is associated according to a graded.When the behavior step corresponding in response to the behavior tree of behavioral module 103, then according to The order of behavior tree in behavior tree chain is sequentially completed corresponding behavior step in behavior tree.Specifically, when behavioral module 103 is controlled When destination virtual object processed has executed current behavior tree corresponding behavior step, just controls destination virtual object and execute next row To set corresponding behavior step.
In one preferred embodiment of the invention, the tactics module 102 further include:
Behavior tree chain scoring submodule calculates and each behavior tree for the status data using the going game Second score value of chain;
Behavior tree chain screens submodule, for determining that the maximum behavior tree chain of the second score value is goal behavior tree chain.
In the system of the embodiment of the present invention, multiple tactics, tactics mould can be previously provided with for same fight strategy Block 102 can directly extract tactics corresponding with target strategy, and then generate multiple behavior tree chains after obtaining target strategy, Using the status data of going game, each corresponding second score value of behavior tree chain, the higher expression of the second score value are calculated Corresponding behavior tree chain is more conducive to the triumph that system actor obtains going game.Determine the highest behavior tree of the second score value Chain is goal behavior tree chain, and goal behavior tree chain is sent to behavioral module 103.Target line is responded by behavioral module 103 To set chain, the probability that system actor obtains going game winning rate is improved.
In a kind of example of the invention, tactics module 102 can be sieved when being generated to multiple tactics with target strategy Target tactics are selected, goal behavior tree chain corresponding with target tactics is regenerated.
In one preferred embodiment of the invention, virtual objects controlled system further include:
External drive module is used for generation strategy modification information, and calls the strategic module 101 or the tactics Module 102 responds the tactful modification information.
External drive module can be after generation strategy modification information, of foundation custom condition and tactful modification information With situation, strategic module 101 or tactics module 102 is called to respond modification information.
In one preferred embodiment of the invention, the external drive module includes:
Condition triggers submodule, for generating the plan when the status data of the going game meets preset condition Slightly modification information.
Tactful judging submodule, for judging whether the tactful modification information meets preset decision condition again;If The strategy modification information meets preset decision condition again, then the tactful modification information will be sent to the strategic mould Block 101;If the strategy modification information is unsatisfactory for preset decision condition again, the tactful modification information is sent to institute State tactics module 102.
When tactful modification information is sent to strategic module 101 by tactful judging submodule, tactful modification information be can be One triggering command forces the strategic module 101 to regenerate target strategy;Strategy change is believed in tactful judging submodule When breath is sent to tactics module 102, policy information can be specific fight strategy or specific tactics, force the strategy Module 101 regenerates goal behavior tree chain.
In one example, external drive module can equally have the three-deckers such as strategic layer, tactics layer and behavior layer.Outside Portion's drive module determines target strategy in multiple default fight strategies, generates at least one war corresponding with the target strategy Art, and the corresponding destination virtual object of control tactics respond the tactics.When destination virtual object or the void of specified type When the quantity of quasi- object reaches certain amount, generation strategy modification information.At this point, tactful modification information is sent directly to behavior Module 103, behavioral module 103 generates behavior tree chain corresponding with tactful modification information, and controls void corresponding with modification information Quasi- object responds behavior tree chain.To realize the unification that can be completed using external drive module corresponding to multiple virtual objects Control avoids seriatim being determined multiple virtual objects target strategy and generates tactics, and it is multiple virtual right to reduce control As consumed computing resource, the execution efficiency of control virtual objects is improved.
In another example, external drive module can detecte user role and/or the current state of system actor is It is no to meet preset condition, determine whether generation strategy modification information.Such as: when external drive module detects destination virtual Object due to user object interference and cause can not normal response tactics (such as: destination virtual object quilt when discharging technical ability User object interrupts) when, generation strategy modification information.
By external drive module according to the status data generation strategy modification information of going game, and
Tactful modification information is sent to strategic module 101, the strategic module 101 is forced to regenerate target strategy; Or tactful modification information is sent to tactics module 102, force the strategic module 101 to regenerate goal behavior tree chain. So that system actor can more rapidly, efficiently the status data disengaging strategy based on going game changes, into one Walk the execution efficiency of raising system.
In embodiments of the present invention, virtual control system includes strategic module 101, tactics module 102 and behavioral module 103, in strategic module 101 using target drives rule, based on the status data of going game to each preset fight strategy The first score value is calculated, and after determining that the highest fight strategy of the first score value is target strategy, target strategy is sent to Tactics module 102, tactics module 102 generate and at least one matched tactics of target strategy.In the same tactics, tactics are Behavior tree chain structure, includes destination virtual object and at least one behavior tree in tactics, behavior tree and specific behavior step pair It answers.Wherein, tactics module 102 generates corresponding with behavior tree chain the second score value according to the status data of going game, and It determines that the highest behavior tree chain of the second score value is goal behavior tree chain, goal behavior tree chain is sent to behavioral module 103. Behavioral module 103 controls the destination virtual object successively corresponding behavior step of performance objective behavior tree chain.To realize game The generation strategy of AI, the data processing for formulating three dimensions of tactics and behaviour control are mutually indepedent, improve the control to virtual objects Efficiency processed and level of intelligence.
Further, due to strategic module 101, tactics module 102 and 103 treatment process of behavioral module and it is related in game Portion's logic, so that being directed to same type of game, strategic module 101 and tactics module 102 may not need and carry out any modification, make Obtaining virtual objects controlled system provided in an embodiment of the present invention has scalability.
Further, for different types of game, it is only necessary to modify the generation side of preset fight strategy and tactics Formula, i.e., the building form provided in an embodiment of the present invention by strategic module 101, tactics module 102 and behavioral module 103, There is universal applicability to all types of game.
All the embodiments in this specification are described in a progressive manner, the highlights of each of the examples are with The difference of other embodiments, the same or similar parts between the embodiments can be referred to each other.
It should be understood by those skilled in the art that, the embodiment of the embodiment of the present invention can provide as method, apparatus or calculate Machine program product.Therefore, the embodiment of the present invention can be used complete hardware embodiment, complete software embodiment or combine software and The form of the embodiment of hardware aspect.Moreover, the embodiment of the present invention can be used one or more wherein include computer can With in the computer-usable storage medium (including but not limited to magnetic disk storage, CD-ROM, optical memory etc.) of program code The form of the computer program product of implementation.
The embodiment of the present invention be referring to according to the method for the embodiment of the present invention, terminal device (system) and computer program The flowchart and/or the block diagram of product describes.It should be understood that flowchart and/or the block diagram can be realized by computer program instructions In each flow and/or block and flowchart and/or the block diagram in process and/or box combination.It can provide these Computer program instructions are set to general purpose computer, special purpose computer, Embedded Processor or other programmable data processing terminals Standby processor is to generate a machine, so that being held by the processor of computer or other programmable data processing terminal devices Capable instruction generates for realizing in one or more flows of the flowchart and/or one or more blocks of the block diagram The device of specified function.
These computer program instructions, which may also be stored in, is able to guide computer or other programmable data processing terminal devices In computer-readable memory operate in a specific manner, so that instruction stored in the computer readable memory generates packet The manufacture of command device is included, which realizes in one side of one or more flows of the flowchart and/or block diagram The function of being specified in frame or multiple boxes.
These computer program instructions can also be loaded into computer or other programmable data processing terminal devices, so that Series of operation steps are executed on computer or other programmable terminal equipments to generate computer implemented processing, thus The instruction executed on computer or other programmable terminal equipments is provided for realizing in one or more flows of the flowchart And/or in one or more blocks of the block diagram specify function the step of.
Although the preferred embodiment of the embodiment of the present invention has been described, once a person skilled in the art knows bases This creative concept, then additional changes and modifications can be made to these embodiments.So the following claims are intended to be interpreted as Including preferred embodiment and fall into all change and modification of range of embodiment of the invention.
Finally, it is to be noted that, herein, relational terms such as first and second and the like be used merely to by One entity or operation are distinguished with another entity or operation, without necessarily requiring or implying these entities or operation Between there are any actual relationship or orders.Moreover, the terms "include", "comprise" or its any other variant meaning Covering non-exclusive inclusion, so that process, method, article or terminal device including a series of elements not only wrap Those elements are included, but also including other elements that are not explicitly listed, or further includes for this process, method, article Or the element that terminal device is intrinsic.In the absence of more restrictions, being wanted by what sentence "including a ..." limited Element, it is not excluded that there is also other identical elements in process, method, article or the terminal device for including the element.
Above to a kind of virtual objects controlled system provided by the present invention, it is described in detail, it is used herein A specific example illustrates the principle and implementation of the invention, and the above embodiments are only used to help understand originally The method and its core concept of invention;At the same time, for those skilled in the art, according to the thought of the present invention, specific There will be changes in embodiment and application range, in conclusion the content of the present specification should not be construed as to of the invention Limitation.

Claims (10)

1. a kind of virtual objects controlled system characterized by comprising
Strategic module, for determining target strategy in multiple default fight strategies;
Tactics module, for generating at least one tactics corresponding with the target strategy;The tactics have behavior tree chain structure; The tactics include destination virtual object;
Behavioral module responds the tactics for controlling the destination virtual object.
2. system according to claim 1, which is characterized in that it is described strategy module include:
Policy scores submodule for calculating the first score value of each fight strategy according to preset formula, and filters out the The highest fight strategy of one score value is the target strategy;
Tactful stack submodule is sent to the tactics module for storing the target strategy, and by the range estimation strategy.
3. system according to claim 2, which is characterized in that it is described strategy stack submodule include:
Policy storage unit, for storing the target strategy;
Push unit, for the target strategy for being located at stack top to be sent to the tactics module.
4. system according to claim 2 or 3, which is characterized in that the policy scores submodule includes:
State acquiring unit, for determining the status data of going game;The status data includes the shape of multiple virtual objects State information;
Scorer unit calculates and each default fight tactful corresponding for using preset formula and the status data One score value;
Target strategy determination unit, for determining that the maximum fight strategy of the first score value is the target strategy.
5. system according to claim 3, which is characterized in that the tactics module includes:
Tactics acquisition submodule, for obtaining at least one tactics corresponding with the target strategy;The tactics include at least One behavior step;
Behavior tree generates submodule, for generating behavior tree corresponding with the behavior step;
Behavior tree chain generates submodule, for using multiple behavior trees corresponding with the same tactics, generates behavior tree chain;
Behavior tree pushes submodule, for the behavior tree to be sent to the behavioral module;The behavioral module is for responding In the corresponding behavior step of the behavior tree.
6. system according to claim 5, which is characterized in that it is described strategy stack submodule include:
Strategy deletes unit, for deleting institute when the behavioral module completes tactics corresponding in response to the target strategy State target strategy.
7. system according to claim 5, which is characterized in that the tactics module further include:
Behavior tree chain scoring submodule calculates and each behavior tree chain pair for the status data using the going game The second score value answered;
Behavior tree chain screens submodule, for determining that the maximum behavior tree chain of the second score value is goal behavior tree chain.
8. system according to claim 7, which is characterized in that the system also includes:
External drive module is used for generation strategy modification information, and the strategic module or the tactics module is called to ring Answer the tactful modification information.
9. system according to claim 8, which is characterized in that the external drive module includes:
Condition triggers submodule, becomes for when the status data of the going game meets preset condition, generating the strategy More information;
Tactful judging submodule, for judging whether the tactful modification information meets preset decision condition again;If so, The tactful modification information will be sent to the strategic module;If it is not, the tactful modification information is then sent to the war Art module.
10. system according to claim 1, which is characterized in that the system also includes:
Control module calls the war using preset second frequency for calling strategic module using preset first frequency Art module calls the behavioral module using the preset third frequency.
CN201910205085.XA 2019-03-18 2019-03-18 Virtual object control system Active CN109925712B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201910205085.XA CN109925712B (en) 2019-03-18 2019-03-18 Virtual object control system

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201910205085.XA CN109925712B (en) 2019-03-18 2019-03-18 Virtual object control system

Publications (2)

Publication Number Publication Date
CN109925712A true CN109925712A (en) 2019-06-25
CN109925712B CN109925712B (en) 2022-11-08

Family

ID=66987548

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201910205085.XA Active CN109925712B (en) 2019-03-18 2019-03-18 Virtual object control system

Country Status (1)

Country Link
CN (1) CN109925712B (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111054075A (en) * 2019-12-24 2020-04-24 北京像素软件科技股份有限公司 Control method and device of virtual object and electronic equipment
CN111228813A (en) * 2020-01-22 2020-06-05 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment and storage medium
CN113769383A (en) * 2021-09-14 2021-12-10 网易(杭州)网络有限公司 Control method and device for virtual object in battle game and electronic equipment

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160162794A1 (en) * 2012-03-16 2016-06-09 Gardner G. Courson Decision tree data structures generated to determine metrics for child nodes
CN106155658A (en) * 2015-04-08 2016-11-23 广州四三九九信息科技有限公司 The behavior tree editing machine realized based on U3D Plugin Mechanism
US20160342610A1 (en) * 2015-05-21 2016-11-24 Dan Tocchini System and Method for Dynamic Predictive Analytics for Patterns Search and Publishing
CN106861190A (en) * 2017-02-16 2017-06-20 网易(杭州)网络有限公司 AI construction methods and device, game control method and device, AI systems
CN108090561A (en) * 2017-11-09 2018-05-29 腾讯科技(成都)有限公司 Storage medium, electronic device, the execution method and apparatus of game operation

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20160162794A1 (en) * 2012-03-16 2016-06-09 Gardner G. Courson Decision tree data structures generated to determine metrics for child nodes
CN106155658A (en) * 2015-04-08 2016-11-23 广州四三九九信息科技有限公司 The behavior tree editing machine realized based on U3D Plugin Mechanism
US20160342610A1 (en) * 2015-05-21 2016-11-24 Dan Tocchini System and Method for Dynamic Predictive Analytics for Patterns Search and Publishing
CN106861190A (en) * 2017-02-16 2017-06-20 网易(杭州)网络有限公司 AI construction methods and device, game control method and device, AI systems
CN108090561A (en) * 2017-11-09 2018-05-29 腾讯科技(成都)有限公司 Storage medium, electronic device, the execution method and apparatus of game operation

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111054075A (en) * 2019-12-24 2020-04-24 北京像素软件科技股份有限公司 Control method and device of virtual object and electronic equipment
CN111054075B (en) * 2019-12-24 2023-06-30 北京像素软件科技股份有限公司 Virtual object control method and device and electronic equipment
CN111228813A (en) * 2020-01-22 2020-06-05 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment and storage medium
CN111228813B (en) * 2020-01-22 2022-05-10 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment and storage medium
CN113769383A (en) * 2021-09-14 2021-12-10 网易(杭州)网络有限公司 Control method and device for virtual object in battle game and electronic equipment

Also Published As

Publication number Publication date
CN109925712B (en) 2022-11-08

Similar Documents

Publication Publication Date Title
US20190184286A1 (en) Method and device for generating character behaviors in game and storage medium
CN109925712A (en) A kind of virtual objects controlled system
CN103577704B (en) NPC processes the method and device of event in games system
CN107103089A (en) The matching process and device of object
CN106730850A (en) Game partners matching process and device
CN108228251B (en) Method and device for controlling target object in game application
US11628370B2 (en) Combat game providing device and method
CN111589166A (en) Interactive task control, intelligent decision model training methods, apparatus, and media
CN110507989B (en) Cloud game control method and device, electronic equipment and readable storage medium
Nguyen et al. Monte carlo tree search for collaboration control of ghosts in ms. pac-man
Gemine et al. Imitative learning for real-time strategy games
WO2019144346A1 (en) Object processing method in virtual scene, device and storage medium
CN110102047B (en) Game operation processing method and device, and game effect display method and device
CN114288639A (en) Picture display method, providing method, device, equipment and storage medium
CN113926196A (en) Control method and device for virtual game role, storage medium and electronic device
CN113440839A (en) Method, device, equipment and storage medium for controlling non-player game role
CN113509726A (en) Interactive model training method and device, computer equipment and storage medium
CN117180750A (en) Non-user role control method, device, equipment and medium based on behavior tree
Dockhorn et al. Combining cooperative and adversarial coevolution in the context of pac-man
US20200061479A1 (en) Non-transitory computer readable media, information processing device, and control method
McClarron et al. Effect of constraints on evolving behavior trees for game AI
CN109343913A (en) A kind of game behavior tree control method
CN103366077B (en) Role's sweep-out method of a kind of simulator class game, device and system
CN109857567B (en) AI state information synchronization method and device
CN108905201A (en) A kind of game algorithm system and method for simulated operation

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant